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Well, I haven''t done much with d3d, but I do know that normal Gouraud shading uses vertex normals instead of just triangle normals. I would think d3d would need the same information (or maybe there''s a way to tell it to compute the vertex normals for you).

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Yeah, lich is right, it seems as if you''re not using the right normals. I had exactly the same problems (look for a post ~w weeks ago), so I started coding a routinw which would-search for vertex shared by at least 3 triangles-calculate the vertex normal out of the 3 plane normals. It proved quite difficult (because of my strange way of saving the data), and it works only paritially. If you happen to find a better approach, I''d be glad to hear about it!

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ASE file contains normals per face (triangle). The "*MESH_VERTEXNORMAL" is what you nead to look at for normals data in ASE file. And becouse multiple triangles can share each vertex, this data is saved multiple times for each vertex. You shoud simply load first normal for first vertex and then add second normal for same vertex, add third normal for same vertex... And at the end you must NORMALIZE all normals to get good results.